3D OBJ loading
This commit is contained in:
@@ -105,3 +105,4 @@ yarn.lock
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/build2
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/build*
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/assets/test
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@@ -0,0 +1,20 @@
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# Copyright (c) 2026 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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include(FetchContent)
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if(NOT TARGET fast_obj)
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FetchContent_Declare(
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fast_obj
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GIT_REPOSITORY https://github.com/thisistherk/fast_obj.git
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GIT_TAG master
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)
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FetchContent_MakeAvailable(fast_obj)
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endif()
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set(fast_obj_FOUND TRUE)
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set(FAST_OBJ_INCLUDE_DIRS "${fast_obj_SOURCE_DIR}")
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set(FAST_OBJ_LIBRARIES fast_obj)
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mark_as_advanced(FAST_OBJ_INCLUDE_DIRS FAST_OBJ_LIBRARIES fast_obj_FOUND)
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@@ -28,7 +28,7 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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DUSK_SDL2
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DUSK_OPENGL
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DUSK_OPENGL_LEGACY
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# DUSK_OPENGL_LEGACY
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DUSK_LINUX
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DUSK_DISPLAY_SIZE_DYNAMIC
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DUSK_DISPLAY_WIDTH_DEFAULT=640
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@@ -32,6 +32,15 @@ if(NOT yyjson_FOUND)
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endif()
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endif()
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if(NOT fast_obj_FOUND)
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find_package(fast_obj REQUIRED)
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if(fast_obj_FOUND)
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target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC fast_obj)
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else()
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message(FATAL_ERROR "fast_obj not found. Please ensure fast_obj is correctly fetched.")
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endif()
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endif()
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if(NOT Lua_FOUND)
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find_package(Lua REQUIRED)
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if(Lua_FOUND AND NOT TARGET Lua::Lua)
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@@ -6,6 +6,7 @@
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# Sources
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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assetmeshloader.c
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assettextureloader.c
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assettilesetloader.c
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)
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@@ -0,0 +1,122 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "assetmeshloader.h"
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#include "assert/assert.h"
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#include "util/memory.h"
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#define FAST_OBJ_IMPLEMENTATION
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#include "fast_obj.h"
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// Wraps assetfile_t for fast_obj callbacks. Only the primary OBJ file is
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// opened through the ZIP; returning NULL for any secondary path (e.g. .mtl)
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// causes fast_obj to skip material loading, which is fine for our use case.
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static void* meshFileOpen(const char *path, void *user_data) {
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assetfile_t *file = (assetfile_t *)user_data;
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if(file->zipFile != NULL) return NULL;
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errorret_t ret = assetFileOpen(file);
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if(ret.code != ERROR_OK) return NULL;
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return file;
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}
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static void meshFileClose(void *handle, void *user_data) {
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if(handle == NULL) return;
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assetfile_t *file = (assetfile_t *)handle;
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errorCatch(assetFileClose(file));
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}
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static size_t meshFileRead(void *handle, void *dst, size_t bytes, void *user_data) {
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if(handle == NULL) return 0;
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assetfile_t *file = (assetfile_t *)handle;
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errorret_t ret = assetFileRead(file, dst, bytes);
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if(ret.code != ERROR_OK) return 0;
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return (size_t)file->lastRead;
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}
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static unsigned long meshFileSize(void *handle, void *user_data) {
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if(handle == NULL) return 0;
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assetfile_t *file = (assetfile_t *)handle;
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return (unsigned long)file->size;
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}
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errorret_t assetMeshLoader(assetfile_t *file) {
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assertNotNull(file, "Asset file cannot be NULL.");
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assertNotNull(file->output, "Asset file output cannot be NULL.");
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fastObjCallbacks callbacks = {
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.file_open = meshFileOpen,
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.file_close = meshFileClose,
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.file_read = meshFileRead,
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.file_size = meshFileSize,
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};
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fastObjMesh *obj = fast_obj_read_with_callbacks(file->filename, &callbacks, file);
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if(obj == NULL) {
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errorThrow("Failed to parse OBJ: %s", file->filename);
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}
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// Count output vertices, triangulating any polygons via fan decomposition.
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int32_t vertexCount = 0;
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for(unsigned int i = 0; i < obj->face_count; i++) {
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if(obj->face_vertices[i] >= 3) {
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vertexCount += (int32_t)(obj->face_vertices[i] - 2) * 3;
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}
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}
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if(vertexCount == 0) {
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fast_obj_destroy(obj);
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errorThrow("OBJ has no valid faces: %s", file->filename);
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}
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meshvertex_t *vertices = (meshvertex_t *)memoryAllocate(
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sizeof(meshvertex_t) * vertexCount
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);
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memoryZero(vertices, sizeof(meshvertex_t) * vertexCount);
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int32_t vi = 0;
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fastObjIndex *idx = obj->indices;
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for(unsigned int fi = 0; fi < obj->face_count; fi++) {
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unsigned int fv = obj->face_vertices[fi];
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// Fan triangulation: anchor at idx[0], triangle (0, j, j+1).
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for(unsigned int j = 1; j + 1 < fv; j++) {
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fastObjIndex corners[3] = { idx[0], idx[j], idx[j + 1] };
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for(int c = 0; c < 3; c++) {
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vertices[vi].color = COLOR_WHITE_4B;
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unsigned int p = corners[c].p;
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if(p > 0 && p < obj->position_count) {
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vertices[vi].pos[0] = obj->positions[p * 3 + 0];
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vertices[vi].pos[1] = obj->positions[p * 3 + 1];
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vertices[vi].pos[2] = obj->positions[p * 3 + 2];
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}
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unsigned int t = corners[c].t;
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if(t > 0 && t < obj->texcoord_count) {
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vertices[vi].uv[0] = obj->texcoords[t * 2 + 0];
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vertices[vi].uv[1] = obj->texcoords[t * 2 + 1];
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}
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vi++;
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}
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}
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idx += fv;
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}
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fast_obj_destroy(obj);
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errorret_t ret = meshInit(
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(mesh_t *)file->output,
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MESH_PRIMITIVE_TYPE_TRIANGLES,
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vertexCount,
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vertices
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);
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memoryFree(vertices);
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return ret;
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}
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errorret_t assetMeshLoad(const char_t *path, mesh_t *out) {
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return assetLoad(path, assetMeshLoader, NULL, out);
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}
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@@ -0,0 +1,27 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "asset/asset.h"
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#include "display/mesh/mesh.h"
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/**
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* Loads a mesh from an OBJ asset file.
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*
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* @param file Asset file to load from.
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* @return Any error that occurs during loading.
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*/
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errorret_t assetMeshLoader(assetfile_t *file);
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/**
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* Loads a mesh from the specified OBJ asset path.
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*
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* @param path Path to the OBJ asset.
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* @param out Output mesh to load into.
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* @return Any error that occurs during loading.
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*/
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errorret_t assetMeshLoad(const char_t *path, mesh_t *out);
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@@ -19,7 +19,7 @@
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#include "entity/entitymanager.h"
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#include "game/game.h"
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#include "display/mesh/cube.h"
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#include "asset/loader/display/assetmeshloader.h"
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engine_t ENGINE;
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texture_t TEXTURE;
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@@ -60,9 +60,10 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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camPos,
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(vec3){ 0.0f, 0.0f, 0.0f },
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(vec3){ 0.0f, 1.0f, 0.0f },
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(vec3){ 5.0f, 5.0f, 5.0f }
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(vec3){ 300.0f, 300.0f, 300.0f }
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);
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componentid_t camCam = entityAddComponent(cam, COMPONENT_TYPE_CAMERA);
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entityCameraSetZFar(cam, camCam, 5000.0f);
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ent1 = entityManagerAdd();
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ent1Pos = entityAddComponent(ent1, COMPONENT_TYPE_POSITION);
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@@ -74,12 +75,7 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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});
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mesh_t *mesh = entityMeshGetMesh(ent1, ent1Mesh);
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errorChain(meshInit(
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mesh,
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CUBE_PRIMITIVE_TYPE,
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CUBE_VERTEX_COUNT,
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CUBE_MESH_SIMPLE_VERTICES
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));
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errorChain(assetMeshLoad("test/test.obj", mesh));
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shadermaterial_t *mat = entityMaterialGetShaderMaterial(ent1, ent1Mat);
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mat->unlit.color = COLOR_BLACK;
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@@ -103,9 +99,9 @@ errorret_t engineUpdate(void) {
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vec3 rotation;
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entityPositionGetRotation(ent1, ent1Pos, rotation);
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#if DUSK_TIME_DYNAMIC
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rotation[1] += 2.0f * TIME.dynamicDelta;
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rotation[1] += 1.0f * TIME.dynamicDelta;
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#else
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rotation[1] += 2.0f * TIME.delta;
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rotation[1] += 1.0f * TIME.delta;
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#endif
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entityPositionSetRotation(ent1, ent1Pos, rotation);
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@@ -19,6 +19,42 @@ void entityCameraInit(const entityid_t ent, const componentid_t comp) {
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cam->perspective.fov = glm_rad(45.0f);
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}
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float_t entityCameraGetZNear(const entityid_t ent, const componentid_t comp) {
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entitycamera_t *cam = (entitycamera_t *)componentGetData(
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ent, comp, COMPONENT_TYPE_CAMERA
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);
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return cam->nearClip;
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}
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void entityCameraSetZNear(
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const entityid_t ent,
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const componentid_t comp,
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const float_t zNear
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) {
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entitycamera_t *cam = (entitycamera_t *)componentGetData(
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ent, comp, COMPONENT_TYPE_CAMERA
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);
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cam->nearClip = zNear;
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}
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float_t entityCameraGetZFar(const entityid_t ent, const componentid_t comp) {
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entitycamera_t *cam = (entitycamera_t *)componentGetData(
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ent, comp, COMPONENT_TYPE_CAMERA
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);
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return cam->farClip;
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}
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void entityCameraSetZFar(
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const entityid_t ent,
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const componentid_t comp,
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const float_t zFar
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) {
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entitycamera_t *cam = (entitycamera_t *)componentGetData(
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ent, comp, COMPONENT_TYPE_CAMERA
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);
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cam->farClip = zFar;
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}
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void entityCameraGetProjection(
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const entityid_t ent,
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const componentid_t comp,
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@@ -53,3 +53,47 @@ void entityCameraGetProjection(
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const componentid_t comp,
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mat4 out
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);
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/**
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* Gets the near clip distance of a camera.
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*
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* @param ent The entity ID.
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* @param comp The component ID.
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* @return The near clip distance.
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*/
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float_t entityCameraGetZNear(const entityid_t ent, const componentid_t comp);
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/**
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* Sets the near clip distance of a camera.
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*
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* @param ent The entity ID.
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* @param comp The component ID.
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* @param zNear The near clip distance.
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*/
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void entityCameraSetZNear(
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const entityid_t ent,
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const componentid_t comp,
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const float_t zNear
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);
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/**
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* Gets the far clip distance of a camera.
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*
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* @param ent The entity ID.
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* @param comp The component ID.
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* @return The far clip distance.
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*/
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float_t entityCameraGetZFar(const entityid_t ent, const componentid_t comp);
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/**
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* Sets the far clip distance of a camera.
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*
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* @param ent The entity ID.
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* @param comp The component ID.
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* @param zFar The far clip distance.
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*/
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void entityCameraSetZFar(
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const entityid_t ent,
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const componentid_t comp,
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const float_t zFar
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);
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